Catching Up: The Further Travels of Ziek pt. 1

After their many adventures together, Ziek took his leave of Mai and Quinn at the Standing Bear in Bolden. He went to seek out his master, Evard the Magister, who lives in Haven. The rest of the party left for the City of Peakshadow to see what the Patriarch might do about a dead comrade.

Just outside of Woodbye, Ziek used his acquired skill at arms to overcome three brigands intent on waylaying him. He took their horses and other equipment as a form of frontier punishment, but left them alive. Later, in the Town of Woodbye, Ziek encountered a hedge knight from Wanderhalt, whipping his Page in frustration. After some words, the knight agreed to release the young apprentice in exchange for one of Ziek's newly aquired horses.

The boy Ward then swore himself into Ziek's service, admitting that he was quite useless with a sword and shield, but quite handy with a pen. He needed to learn a trade, he said, and would cook and clean in exchange for learning how to Read and Detect Magic. Ziek agreed and with his adept in tow, continued toward Haven through the pass at Oromir. This last leg of the trip brought still more brigands -- this time the brigands have the upper hand as it was those in the service of the Scarlett Hood. A much chagrined, but greatly outnumbered Ziek, surrendered a horse and 10% of his carried wealth.

Ward was apologetic, "I fear I failed another master. Had I only been swifer, Master Ziek, and we might not have been caught."

The bad taste of brigands was finally washed away by the hospitality of the Golden Goose in Haven. The two travelers enjoyed some frothy beverages overlooking the river. Ziek took the time to explain his master's eccentricities and ill temper, before attempting to take Ward onto the famed Magister's island, but he need not have bothered. Ward was forbidden entrance and returned to the Golden Goose to inquire about honest work.

Once in Evard's tower, Ziek was treated coldly until he recounted his adventures across Westrun and in the Goblin Kingdoms. Suddenly, Evard seemed quite interested in all that Ziek said. When his tales were finished, Ziek presented his case to Evard to receive further training in the magical arts. Suprisingly Evard relented and the two of them spent countless hours pouring over scrolls and bits of arcane lore. Ziek couldn't help but notice that every time the conversation lulled, Evard was asking indirect questions about the Ziggurat of the Goblin Kingdoms.

As the weeks passed, Evard also began receiving visitors at odd hours. He also took to peering out his windows and taking to the roof of his tower to use his scrying glass. Those odd visits reached their climax with one from a strangely clothed fellow who never revealed his face. That visit culminated in a loud argument that spilled out of Evard's study and into the rest of the tower -- one man stalking while the other paced, and vice versa. The whole time, each man shouted imprecations back and forth. But the last word went to the visitor who ominously intoned, "Because I will it!"

Ziek found this most curious. Before that moment it never occurred to him that anyone as powerful as Evard, might have to answer to someone. After that event, Evard's questions to Ziek became increasingly pointed. Ziek was forced to tell and re-tell every moment he could recall in the Goblin Kingdoms. He was asked to describe the creatures and beings he had met. The procedure was exhausting for the student, but finally came to an end when Ziek's training was complete.

Evard then approached Ziek and requested a boon. He asked him to seek out the society of sages in Wanderhalt and with a letter of introduction, attempt to gain access to the royal library there -- a storehouse of knowledge second only to the bookcases of the one in Peakshadow. Evard was especially interested in the bloodline of the King of Collonia and who the distant relations to the vacant throne might be. He asked Ziek to find out which nobles among those competing had the strongest legitimate claim and make a formal report upon his return. So Zeik lefts Haven with Ward in tow and the two of them ventured to the walled City of Wanderhalt.

In Wanderhalt, Ziek discovered the Histories of the Kings of Collonia. He learned the sad betrayal of Rigelson, last king of Collonia, whose kingdom was thereafter ruled by stewards and councils of nobles. But, as that king died childless, Ziek was forced to visit the tale of that King's father, Rigel. Like many scholars before him, he concluded that no heir existed. Then Ziek aided by Ward, his loyal adept, Ziek noted that the ink of Rigel's history was stronger than the entries of the Stewards which followed it and the slant of the hand which wrote it was different.

Then Ziek made inquiry as to all the sages in the area and discovered that among the humans there were none greater than those which resided with the royal library in Collonia, yet among the elves, there was one called Caelfa who was rumored to live on a Lake of Mist with some knowledge earned by her long life. So Ziek and Ward made haste to the Lake of Mist.

Backstory: Ziek pt 2

There are two ways into Westrun from the Goblin Kingdoms. To traverse the Southern Marches, a traveler must make his way through a narrow mountain pass, while skirting the domain of the Dwarves of Festog, and then cross the veritable sea of grass before coming to Balduren, city of the Horse Lords. Whereas, the Northern Marches will take a traveler toward Wanderhalt via rolling hills and forest groves. The way is plainer but there is always the risk of running afoul of the wild Elves of the Darkwood.

Ziek chose the Southern way as he sped afoot toward safety.

His time in and among the goblins had taught him that they feared few and respected even fewer. Even their foul deity and his demigods commanded little respect in their eyes. Their chieftains rose quickly to prominence and were just as quickly put down -- for in-fighting, regicide, and constant challenges plagued the hordes. Despite that, there were two superstitions they long held in awe.

One, the ziggurat he had discovered, was a place of sacrifice and pilgrimage for the hordes. It was a touchstone to dark forces and they universally feared its might, but only for a distance. Ziek learned that no goblin would fight within a days journey of it. Newly minted chieftains often sent sacrifices to be made upon its blood red steps.

Two, some strange curse that the goblins called the Grey Death stalked the hordes. It was feared because it was always lethal and yet still unknown. Rumors abounded that it was a disease, still others claimed it was an invisible predator of great power. Regardless, blood-soaked grass and decomposing bodies were all that remained of its victims. By the hated light of day, or the comforting dark of night, no goblin felt safe. The curse struck suddenly and laid waste to groups in a matter of hours, often even defiling the coarse grass or rocky sand about the corpses.

On his last day of travel before entering the Southern Marches, Ziek was seized by the Grey Death and discovered its true nature. The Grey Death were the avenging sons of Brilandere -- an Elven Queen from ages past. Upon their winged steeds they visited their vengeance upon their mother's enemies -- without mercy or quarter. Their long lives were dedicated to the eradicating as many of the goblins as they might, by whatever means they could muster. Masters of fighting and spellcraft, they had each killed their thousands, but key to their survival was the secrecy with which they operated.

Some among the seven sons of Brilandere were tired of war and had long considered returning to the forest home that they had abandoned in their youth. Others were resolute about remaining to continue their bloody work. About Ziek they were conflicted. Some thought he should be killed to protect their secret. Others felt that the first part of regaining their civilized nature would be to let him go. Their debate waged on and it was the youngest of the sons who finally freed him.

When Ziek finally left the Goblin Kingdoms there were few in Erenth who could match his knowledge and experience, except perhaps Gilderspine. He eventually fell in with Mai Fung Lee and Quin Rhal, along with the ranger sisters, Ivey and Evista. His travels with them are told elsewhere.

The Beast from the Deep pt 2

Beleg discovers that the half cooked fish of the Farrunish people does not agree with him. He is sick as if unto death and finds himself incapacitated for many days. Patrick is still missing in action. While Sabretooth, hearing tales of combat missed, throws aside his wine bottle and seeks to join others before more glory escapes him. Naught is heard of Mourning Elk, who arrives safely in Heltorun and is quickly reminded why he hates cities, crowded places and politics in general.

Back in the town known as New Farrun, Budokai and Oghren prove to be quite difficult to hold in a common, let alone crude prison. Though without arms, armor or equipment, the two slip their cell and look to fulfill the wishes of their new best friend from the Deep, starting with the death of Quin Rhal.

Meanwhile, Quin, Mai and Sabretooth have met again with the King to discuss their misgivings about his Curate. Their thoughtful supper is provoked by the arrival of Oghren. Sabertooth stands to face his charmed friend and dispatches him after a few minutes of combat. Their hostile companion is tied securely and placed under close watch. Then, realizing Oghren's escape probably signals Budokai, the three adventurers leave the King and consult the sorcerous powers of Mai to discover their aged friend.

After rousting a family in the middle of the night from their home and spending hours searching that domicile, to no avail, Sabretooth, Mai, and Quin discover that Budokai has hidden the magic items he owns in a common rain barrel to throw off pursuers. Fearing that such an accomplished thief would be able to do them damage no matter what precautions they took, the party decides to leave Farrun and travel back through Menea proper toward Heltorun, hopefully drawing Budokai after them.

The ruse works. After a few days on the road, the night is rent by the gutteral warnings of Sabretooth. He almost too late discovers their camp has been infiltrated and that Quin is under a strange woman's knife. The attacker is quickly subdued and discovered to be Budokai in disguise. He is tied and bound alongside Oghren.

The party then makes haste for Heltorun and the ministrations of the local cleric. The cleric is able to remove the magical charms, heal the wounded party and preach an unwelcome sermon to the sellswords all in one swoop. With a rejuvenated and reunited intact party, a decision must be made. Oghren presses his fellows to join him on a quest for his fallen star, but Budokai thinks only of his wife back in New Farrun and the danger she faces if the Beast from the Deep is unchecked. The others are determined to accompany their friend.

Before leaving Heltorun, they stop in the shop of the infamous Swanson the Broth-er. There the apothecary confirms that the potions of nightshade given them by the Curate were not of a healing, but poisonous character. They quickly ascertain that Swanson to has some skill at detecting and distilling poisons for various "rats" of all sizes. They buy some of his deadliest stock and return to the town of New Farrun with a single-minded purpose.

A fortnight later, in New Farrun, the party discovers that the Curate has slipped the hold of the charm spell and deeply apologizes for his part in their previous misadventures, as does the town butcher. He presents the party with their priest, Patrick, who looks bedraggled and pale from many days ministrations at the hands of the local curate. The party then hatches a scheme to use one of the deceased Diviner's horses as bait for the Beast from the Deep. After slaying and quartering it, they carry the first part of the carcass to the place where the Beast's former charmed minion had dropped-off slaughtered pork.

After nightfall, when the bait was taken, they prepped another hunk of horsemeat with a vial of the poison sold to them by Swanson the Broth-er, and waited. An hour later they found what appeared to be blood, vomit and horseflesh floating in the sea. The party waits for daylight and when it arrives, Sabertooth flies out on his hippogriff combing the water for more evidence of a poisoned sea beast.

He soon discovers its seemingly lifeless carcass floating about a mile offshore. The party borrows a fishing boat from the town and sets out after it to be sure. This time, Quin remains on shore, ready to test any charmed and returning members of the party. Mai flies over the waves, as before. Oghren, Sabretooth and Budokai row out into the deep for the recovery.

Looking over the side of the boat, the tentacled beast appears lifeless, so Oghren and Sabretooth dive into the depts to fix it with harpoons -- the better to tow it to shore. Once within striking distance, however, the beast comes immediately to life and strikes out at the Dwarf and Half-orc party members. They fight valiantly and are soon joined by Budokai, who abandons the boat. From up in the sky, Mai uses her sorcery, but finds herself locked in a sphere of invisible force, just as before. Down in the depths the battle rages poorly for the party, that is they are slowly being crushed by dozens of grasping tentacles. They manage to sever many, but the battle is surely going to the beast, when Sabretooth suffers an uncommon stroke of genius -- for a Half-orc.

Foregoing any attacks against the tentacles and allowing them to continue to squeeze, he measures his opponent carefully and throws his two foot darks at his bulbous head. The airy water provided by the magic shell serves him well and his missles strike home. The beast is dispatched at long last, with three fifths of the party near certain death, one rendered ineffectual, and the last member on shore, alone.

They then secure the beast with the harpoons and tow it ashore to present to the King of New Farrun. There its carcass is burned in a giant pyre and the people come out to celebrate and throw accolades. It seems the sellswords are heros, yet again.

A healthier appearing Beleg wanders out from the crowd anxious to congratulate his fellows, but unwilling to stray too far from the privy.

*edited to changed Samantha to Patrick 2/18
*edited to change Sabertooth to Sabretooth 2/27

The Beast from the Deep pt 1

Moved by the heroism and nobility of Lord Quin and his august company including Baroness Fung Lee, Sir Budokai and others, the King of New Farrun asks them to consider removing a scourge which haunts his kingdom.

The King explains the Farrun is made of people who have settled on the shores of Menea after fleeing the cataclysm of their homeland. They have spent five generations traveling across the Seas of Certain Death and only making landfall on whatever islands and atolls they discovered.

A year ago, they discovered the mega continent of Erenth and began sailing the Inner Sea. Their first port of call was in a jungled area of Southrun. There the "Mariners from Old" encountered elves of surpassing cruelty and tribes of dark-skinned humans, with who they were forced to make war.

Moving on, they sought relief further up the coast and came to an area rich with wild fruits and much game. They determined to settle down near a lagoon of blackened water, which despite its appearance was good to drink and bathe in. One by one, however, Farruners began to go missing with no clue as to their fate. After repeated attempts to discover their fate, the nomads decide to move on again.

With a greatly reduced host, the "Mariners from Old" finally came to the shores of Menea and found them abandoned save for a freeholder who was determined to move on and who offered them title to all the lands they could see. Taking this to be a sign of their fate, they established New Farrun and began trading across the water with the Provinces, while sending emissaries to the established kingdoms round about, and to the court of the High King in Peakshadow.

Things went well, except that fishermen continued disappearing as they had near the Back Lagoon of Southrun. Since then, the Farruners considered moving farther inland many times, but their Curate has convinced them of the wisdom of settling and awaiting a hero to help them solve their quandary. Given the generosity of Quin Rhal and his demonstrated prowess with a blade, the King believes he is the hero to come.

The King only adds that the people seem to go missing in rain storms. In particularly violent storms they have found fishing huts smashed, bodies squeezed into jelly and raving madmen who remember nothing of the events they saw. The sole lucid witness after all these attacks is a 6 year old girl who drew a picture in the dirt of a bulbous, many tentacled thing.

King Echinom says he holds a particular magic item in a large shell which will allow anyone within twenty feet of it to breathe water as though it is air, and give them complete freedom of movement, as though they are on dry land. He will let the party use it to go into the deep, if necessary. Intrigued, Oghren negotiates the shell as payment for the slaying of the creature. The King quickly agrees.

Most of the rest of the party agrees to help, with the exception of Mourning Elk, Sabretooth, Patrick, and Beleg. Mourning Elk does not believe that the Farruners are all they claim to be and is leary of entering the deep, shell or no. He departs quietly for Heltorun to make contact with whatever Menean nobilty he may encouter and that still remain after the zombie scourge. Sabretooth, seized with the usual melancholy of his nature, continues his weeks long withdrawal into wine. Patrick has been missing for days, but is believed to be prosyletizing the populace according to the assurances of the town Holy Man. Beleg, incredulous that the party would even consider helping the King who just tried them (in his mind unjustly), sits with arms folded and brow furrowed. Mai advances the idea that the party merely ambush and subdue Quin and carry him away unconscious, so that the party is not captive to his lawful tendencies. Quin will return to a more manageable state once he is removed from these people's plights, she claims. No one takes her seriously.

A fortnight passes. The party waits for a storm or reports of the Beast from the Deep. Finally the sky darkens and lightning flashes in the distance. Quin, Oghren and Budokai assemble on the beach, some half mile from the town proper and waits. Mai remains on a grassy hill some safer distance away and watches her brave and foolish friends on the sand. Suddenly, Mai spots something black and bulbous 100 yards into the sea. Unprovoked, but certain it is the beast spoken of, she fires a lightning bolt and watches her friends charging headlong into the water after it. She waits a few minutes and then follows them, flying over the waves and not going into them.

The intrepid sub-mariners quickly find themselves stalked by a bulbous head with twenty foot tentacles. It fights each of them with five grasping and squeezing appendages, while holding a sixth aloft. The sixth is beset with rows of small eyes and horror compounds as these eyes have a strange charming effect on both Budokai and Oghren. Quin is unmoved by the sixth which confronts him, and manages to sever multiple tentacles in his usual fashion. He is unaware that his former friends have turned against him and are apparently now allied with the beast.

Oghren and Budokai attack Quin who realizes the truth in time to flee. Only his awesome strength saves him as he pulls the beast from the deep and is followed by his former friends. Meanwhile, Mai unleashes her magic on the beast which ends up withdrawing, but not before seeming to lock her in an invisible and impenetrable sphere of force. Too late, she realizes that the beast is no senseless killing machine, and may be her arcane match, spell for spell.

Quin drags himself upon the sand pursued but not beaten by his charmed companions. After a brief battle, he subdues both of them and has them tied securely. Mai joins him on the beach in the driving rain as they retreat to the town to do a little more investigating.

Once there, they decide to interview the raving madmen mentioned earlier and find out that there are three who are still alive: a prisoner locked in the town gaol, a butcher who keeps strange hours, and a fisherman that few have seen or heard from since his boat was destroyed many weeks ago. The prisoner proves useless as he only vows to "feed his friend", the butcher they determine is carrying pigs into the deep by night, and they do not manage to make contact with the fisherman. However they do come to suspect the town curate as a person of some evil after he makes a gift of some nightshade to them for its "curative" properties.

The night promises to pass uneasily as the party ponders its fate.

*edited to change Samantha to Patrick 2/18
*edited to change Sabertooth to Sabretooth 2/27

Three Astologers pt. 3

The game begins in New Farrun with a trial. Mai asks the only one schooled in the laws of Farrun, besides the King himself, to represent them -- Prince Echinar. The Prince explains that the accused have the right to petition the crown for the trial of their choice: by ordeal, by combat, by inquisition or by jury. A jury trial will be the most popular with the people of Farrun. A trial by inquisition will please the King. A trial by ordeal or combat will likely be most favorable to the party.

Patrick is still missing in action and none have seen him since his arrival.

Mourning Elk takes stock of the people of New Farrun and notes that their farming skills are not very good. The town seems unable to raise a decent crop and are living hand to mouth from what they can draw from the Sea. He rides up and down the coast with a young Farruner named Joniab who explains in halting common what the people are doing to survive. He also comes to wonder what right these people have to settle here and set up their own kingdom in the vacuum left by the zombie attacks in Menea.

Meanwhile, Budokai has begun to notice the preponderance of marriageable young women in New Farrun and sets about with a Provincial named Ilario to meet as many of them as he can. It isn't long before he settles on a mildly comely lass and makes a proposal to her father. The father is put off by Budokai's advanced age and his apparent wanderlust, but makes the bride deal when Budokai promises to keep his household in New Farrun for the space of 10 years, or to give 10 children to be raised in New Farrun, whichever comes first.

Beleg is put off by what he sees as the airs and pretenses of the King of New Farrun. He and Oghren, along with Oghren's companion -- the dwarves in the party -- spend the next few days drinking and feasting under the hospitality of the people of the town, figuring it is the least they have coming. They are heard conspiratorially speaking and occasionally arguing about lost thrones, forgotten kingdoms, men, dwarves, and adamantite. For his part, Sabertooth, spends the next few days in his cups and platters, not at all concerned with the party or its developments.

For a few days, the town is gripped in the preparations for both a wedding and trial. The wedding comes first and is a big to do. The King himself is pleased with Budokai's agreement to marry the Farrunish yeoman's daughter. He gives a land grant for the raising of children of an abandoned farm, located some miles distant, but still along the coast.

Mai and Quin opt for a trial by ordeal, but their request is rebuffed. So, the Prince rises with a glowing defense of those who brought the Fire Newts and his rhetoric manages to save the day. The King decides that they are not guilty but straightaway reminds them of the losses incurred by the widows and orphans of those killed. Mai is singularly unmoved, but Quin pledges an amount equal to 30,000 crowns to compensate the townspeople's losses. His generosity is well received by both the King and the People.

*edited to replace Samantha with Patrick 2/18
*edited to replace Sabertooth with Sabretooth 2/27

Three Astrologers pt 2

Mourning Elk, who spent some time "cleaning up" goblin enclaves after the Battle of Wanderhalt, journeys with a fellow Ranger to seek out the famous Ranger Gray Woodcutter. Finding three to be a crowd, he sets out for trouble in the freshly made wilderness of Menea.

Budokai, also fresh from the Battle of Wanderhalt, spent some time in the city walls regaled as a hero. Upon his reputation he is hired as an escort by 10 brother merchants to deliver them to Menea safe and sound. A falling out among the brothers leaves Budokai and his squire free to pursue other employment.

By the strangest of coincidences, both Mourning Elk and Budokai find themselves stumbling across old friends and allies just over the border into Menea. The party is on their third day of travel with three Diviners from Southrun. No sooner do the two swordsmen join the party, than it is attacked by 10 Fire Newts.

At battles end, the Diviners are thankful for the arrival of the newer warriors and offer to pay them 500 Brass Bushels apiece to join the band -- 250 now and 250 upon their sucessful arrival at the village they seek. The Diviners recount the previous information and the two reinforcements agree to join.

The next day, however, the party is set upon by 20 Fire Newts. A rather fierce showing by the company puts the attackers to flight, but not before one of the Newts is captured and questioned in his native Fell Speech. The Fire Newt knows only that "He Who Dwells in Eternal Flame" is angry and that they will all soon feel his wrath. HWDIEF is also known as Flrggflk or "Fire Face" in the evil tongue.

Armed with this information and the knowledge that the attacks seem to be growing in numbers: 5,10,20; the party hurries toward their objective, a village on the shores of Menea, just opposite the mountains. First, however, they spend the night in the burned and ruined manor of a former noble of Menea, from before the Times of Trouble.

While spending the night, Quin becomes aware, as he normally does, of a secret door. This prompts he and Mai to go exploring as Budokai and Mourning Elk keep watch and the others sleep. They find a wine cellar, and below that, a root cellar. Huddled in the root cellar are the skeletons of a man, a woman and two children. The man's skeleton holds an ornate box with a family crest of the letter R on it. The box is of obvious quality and is locked. Despite a good part of the night spent searching, the party does not find the key. Mai does detect magic behind an earthen wall in the root cellar, but there seems no way back there.

The next morning the party sets out again. On day five of the adventure the party is assailed by 40 Fire Newts. This battle takes a bit longer, but they are near enough to journeys end to have no fear. Indeed the end of the day finds them on the otherside of the mountains and within site of a curious village that appears to be made from the remnants of dozens off oddly shaped ships. The party is greeted by a human with a strange accent who welcomes them to the unlikely Kingdom of New Farrun.

Just as they are making introductions, all of them are set upon by 80 Fire Newts, which with the help of the guards are turned away or slain. The party is asked if they have brought the Newts. They respond that they have not and the attacks seem random, but growing. The party is admitted into the village of New Farrun on the condition that they leave their weapons sheathed and hidden while in the peaceful enclave. New Farrun, they learn, is made of recent emigres from the exiled and nomadic people of Farrun, who escaped their homeland three generations ago -- before a cataclysm. The party agrees.

Patrick sets off to find the local church and ecclesial authorities. He is not heard from after entering the city.

At once, the three Diviners make for their objective. The nobles Mai and Quin are invited to sup with the Farrunish King who has questions regarding Peakshadow and the Eight Kingdoms. Before they can settle in, however, 80 Fire Newts attack the town, seemingly springing from the very earth. Mourning Elk and Budokai attempt to follow the Three but lose them in a marketplace with four routes of egress. Meanwhile the village militia manages to kill or imprison the Newts. But within the hour, they are attacked again. This time by 160 Fire Newts. Finally, casualties among the Farrunish militia begin to stack up and they are reduced to a single company of foot and a section of archers.

Using her magical spells, Mai is able to find the three Diviners in a barn in the seedier part of New Farrun, which seems to be peopled by these Farruners and a large number of Provincials from just across the Sea. Upon entering the barn, they see the Three offering gifts to a clearly shaken old man and a woman holding a swaddled baby. This family does not seem to desire these gifts, at all.

Just then, the barn and those outside of it is attacked by 320 Fire Newts. Rallying 40 of the town guard, Quin manages to fight them off, but not before awesome losses are faced. Some 250 townspeople are killed in the chaos.

Mai binds two of the Diviners, who will not relent, and tosses them into the Well of Many Worlds, along with the gifts they came to offer. The last sound she hears is prehistoric roaring before the Well is Closed. Sometime later, the third Diviner and his gift finds his way into the Well.

The evening ends with a sullen King Echinom. He recognizes the nobility of Mai and Quin and holds them responsible as leaders of the party. After some questioning, he determines that they brought the Fire Newts which killed so many Farruners. He asks the nobles to submit themselves to his judgement. The night falls with Quin having agreed and Mai pondering her fate.

*edited to replace Samantha with Patrick 2/18
*edited to replace Sabertooth with Sabretooth 2/27

Three Astrologers pt 1

While in the area around the Standing Bear tavern, the party meets with three Diviners of Southrun (see "Diviner" in Priest section). The Diviners say that they are looking for traveling companions who will serve as guides and possibly bodyguards as they make their way into danger area of Menea. They have been beset by brigands and theieves intent on the gifts they bear. They are bearing gifts they say, to present to a ruler whom the stars have foretold will be born. The party agrees on the condition that the Diviners give them each a reading, at journey's end, to determine their future.

Before leaving the Standing Bear, the party takes on a local man who says he has walked to and fro in Menea for many years. He knows its wilderness like the back of his hand. He is skilled in the science of survival and in the art of finding his way. Not having another Ranger with them, the party agrees to bring him along.

It is soon apparent to even the least skilled outdoorsman that the Ranger has no idea where he is, or what direction he is traveling. Despite the clues given from the rising sun, the Ranger is unable to seperate East from West. His incompetence laid bare, they soon part company with him. They also discover that the Diviners are carrying three different types of gifts from Southrun: Gold, Frankinscense and Myrrh.

During that first day of travel, the party is assaulted by 5 man-sized salamanders capable of breathing fire. Though they are quickly dispatched, questions remain. Those in the party who have been to Southrun and in the Khard specifically, identify the creatures as Fire Newts. All party members can tell by their appearance that they are definitely not indigenous to Westrun.

Upon questioning the Diviners, the party obtains admissions from the three that they have been doggedly pursued by the Fire Newts since arriving in Westrun. These are the brigands and thieves that they alluded to earlier. Despite the coincidence of their origin in the lands they call home, the Diviners insist they have no reason to believe that the Fire Newts have anything to do with them or their plans, specifically. They blame the Newts presence on the general inhospitable nature of Westrun.

Using his holy faculties, Patrick the Priest is able to inform the party that there are more fire newts in the area. The Diviners then ask the party if they would like to turn back as the previous company had. This would be a shame, they say, because they took this party for a more experienced, and more powerful group. The party relunctantly continues with the Diviners. Though grumbling is heard from some quarters.

On day 2 of the Journey the party is surprised by 10 Fire Newts which are somewhat less easily dispatched. The battle ends when 4 of them are put to flight and 6 are killed.

For their part, the Diviners can only grin sheepishly and shrug. The party decides to question the three more closely about their objectives, as well as about the group that previously protected them.

The Diviners relate that the previous company was a true company, in other words, 100 armed men, who were put to flight by these self-same Fire Newt brigands and theives. They insist that their intentions are only to honor the newborn king.

When pressed they admit that they were poor men in Southrun and resorted to stealing the gifts they intend to give the king from some old building they found in the desert -- quite abandoned. They later admit that the building was a former temple of sorts to some petty god among the 10,000 Southrun gods (see Southrun Pagan Deities under religions) -- a red lizard fellow wreathed in flame.

The party passes the night ill at ease and wondering how quickly they will be able to push the 2 week long journey into Menea.

*edited to replace Samantha with Patrick 2/18
*edited to replace Sabertooth with Sabretooth 2/27